Skyrim Special Edition

About this mod

Complete overhaul of Markarth Outskirts, includes my previous Salvius Farm overhaul. The whole area between Salvius Farm and Markarth main doors has been entirely reworked. The mod does not edit Markarth inner city (except from really minor changes)

Requirements
Permissions and credits
Translations
  • Russian
  • Portuguese
  • Polish
  • German
  • French
Changelogs
If you like my mods and want to support me, feel free to visit my Patreon. Even if you're not donating you can still download my next project beta for free and try it out before it's even released. Supporting existing mods and working on new ones as well is really time consuming so any kind of support is highly appreciated.


               
 
    
  






Markarth Outskirts is a complete overhaul of Markarth entrance area, including my previous Salvius Farm overhaul. Main purpose was to add more consistency to that area and bring more Dwemer lore to the Reach major city. Nords are now collecting and even trying to use dwemer technology, Trading companies are here to trade goods, mountains dwemer ruins are now used by Nords as a temple, Old dwemer dam is even used as a Thieves Guild outpost. Everything is made with my other mod, Lux Via, in mind and both mods have definitely a lot in common.





- This mod does edit all exterior spaces between Salvius farm and Markarth main door. It's not editing vanilla interiors though so Stables or even Salvius farm interior cells should still be vanilla. Only interior doors needs new teleport datas since buildings have been moved.
- It does not edit Markarth inner city except from a few minor edits such as sewer exits.
- I'm relying on wSkeever Solstheim shaders to add some moss in the green area of the new layout, basically around the whole river. Even if I added him to the credits, you should visite his own page and get that mod cause this shaders are really well done. Don't forget to leave an endorsement !
- I tried to use vanilla assets as much as possible so that new content doesn't look too weird or out of place.
- Since I'm using a lot of dwemer assets, using Dwemer pipes reworked is highly adviced if you want to keep most lighting and visuals as consistent as possible.
- FOMOD includes optional wood textures from AgentW so that Archinatic's Eastmarch buildings I'm using do get more consistent texture and not Windhelm ones. You can visit Agent's page and endorse his mods cause they're really worth it. He also reworked Markarth textures so give it a try. :)
- I'm using skinny reach trees from Happy Little Trees and dense reach trees from BlubboDE's reach trees mod so don't forget to visite their own pages and leave an endorsement.




This mod is a standalone and my Salvius Farm overhaul has been merged into it. Do not use both mods at once.
I included a FOMOD with different versions, one is for Lux Via users (no lantern will be installed), one for ENB light users (it'll install ENB light compatible lanterns) and one for no ENB light users (lanterns will have vanilla lighting).
Compatibility patches for Lux Via, Orbis and Clockwork are included into the FOMOD by default.
I also added a light plugin to help with load order since that mod is tagged ESM. There's also a patch with brighter lighting for no ENB users specifically or ENBs tuned for vanilla lighting.

The mod is adding ten new cells and a dozen new NPCs with unique faces and schedules. All interiors are unique, carefully done and highly detailed. It includes :
- A new building for mill maintenance, with some crazy dude who's trying to make that clunky dwemer stuff not exploding.
- A new house and a mushroom farm to help Salvius family with vital crops. If you ever wondered if Markarth people were eating potatoes everyday, you were wrong. They're eating mushrooms too.
- A new inn for travelers and East Empire Company workers, bedrooms have been built undergrond so expect a few water drips here and there. go figure, there's a river right above !
- A new shop run by an old altmer working for the East Empire Company. Do not trust her though, she's not that old, and she may be some Thalmor undercover agent.
- A Waste Collector dedicated to dwemer stuff run by the other crazy guy's son. If you're looking for dwemer items, visit him, he has brand new levelled lists !
- An old dwemer ruin Nords have transformed into some nordic temple. They seem to worship some kind of strange dwemer lighting so be cautious. Markarth people can be weird sometimes. At least it's no forsworns nor cannibals (yet).
- An old dwemer dam no one ever repaired cause it's no easy task, not as easy as drinking beer and fighting bears people said. A few thieves seem to live down there, maybe they could help any fellow thief once the guild a bit more renowned. If not, undeground tunnels are still connected to various Markarth locations.
- An old dwemer tower used as an observatory and a small house where a skilled conjurer is living. Dude is nice but maybe not worth the effort since the path to go up there is full of stairs. At least it's not a bunch of old people yelling at you for no reasons !




Download, install. Choose your options. Easy peasy. I made a FOMOD and a few options, it should help I guess.




Not compatible out of the box with mods editing the Salvius farm or Markarth Entrance area.
I'm using wSkeever's single pass Solstheim moss shaders so anything using parallax should conflict with the moss I'm adding, one should remove parallax from this meshes.
I'm adding my own occlusion so anything editing occlusion there may conflict and may not be needed anymore. Unless you need even more occlusion of course.
All NPCs should be compatible with High poly head, a few ones may have some hair clipping if not using HPH though, I should fix that asap but I'm no expert with NPCs, achieving unique faces was already good news.

Main FOMOD includes patches for:
- Lux Orbis
- Lux Via
- USSEP
- clockwork
- CFTO
- CFTO lantern addon
- CFTO fixes and Winterhold version as well
- Enhanced Landscapes
- Immersive Citizens
- Immersive Citizens and CFTO
- Detailed Carriages
- efps
- Convenient Carriages
- Windmills of Skyrim
- ELFX Exteriors
- Carriage Drivers are Alive














Bethesda, obviously
wSkeever for Shaders of Solstheim
Jet4571 for his Jets Resources
Rudy102 for his awesome candles and misc items
T4gtr34um3r for his awesome Happy little trees
BlubboDE for his awesome Reach trees
IWantATardis - Improved Dwemer glass
Oaristys resources - CDRP The Witcher assets
PraedythXVI for Castle Volkihar HD's moon crescents.
Rudy102 for his awesome candles and misc items
Archinatic for his Eastmarch house models